Packaging/Building for Windows
See original GitHub issueI’m working with my business partner on getting an app I built up and running on his machine. He has a windows gaming laptop from 2013. I’ve run "DEBUG=electron-packager electron-packager ./ --platform=win32 --arch=all --icon=./assets/icons/win/icon.ico --out=./builds --overwrite"
which gives him 2 options, the ia32 and the x64 versions of the app.
On my Mac, I see a Mac folder with 4 files in it: the app itself, a version file, and 2 license files.
When I open either of the windows-formatted builds, I see dozens of files, mostly .dll.
files in addition to the .exe
file.
His machine asked him if he wanted to unpack some files (which took 10+ minutes) when he went to run the .exe which seems wrong. I feel like he should be able to just open the file and run the app.
Not having a Windows machine myself and doing this troubleshooting over the phone with him leaves me with limited ideas about what to do. Any suggestions here on smoothing out the experience for him and my other Windows beta users?
Thanks!
Issue Analytics
- State:
- Created 6 years ago
- Comments:11 (5 by maintainers)
I don’t see the issue here (am I missing something). You sent them a zip file, which took a long time to extract, and then they ran the
.exe
file successfully?@zackshapiro Sounds like you sent them a zip file or something and they’re trying to run the
.exe
file from within that zip folder.